Added: Vehicle commanders can now control their vehicles directly by the WASD keys without AI responsibility delays (there should be no difference between driving from driver or commander positions, though AI crew still needs to be present)

Added: Using the hasDriver = -1 parameter will now create a vehicle without a driver and with a commander who can drive the vehicle directly by the WASD keys

Added: New UI resource types (RscPictureAllowPixelSplit & RscPictureKeepAspectAllowPixelSplit) for exact positioning, even splitting pixels. Use for slow transitions / movements (using RscPicture resulted in choppy movement as the game moved the resource only by whole pixels).

Hidden objects no longer reappear in their destroyed state if destroyed

It is now possible to:

Assign a variable name to a terrain object

Execute global code on a terrain object (JIP covered)

Execute server / SP only code on a terrain object

The attribute area was redefined to be divisible, UI controls/elements are now properly spaced

An Object Variable Name attribute was added - as a result players can easily grab a terrain object and use it in scripts

Two Object Init Code attributes were added (local and global) - code that is automatically executed after modifications to objects are done. This is useful especially for buildings that change object when they are changed to damaged or destroyed state

An Allow Damage checkbox was added

The module settings design was simplified to be more consistent with other modules

Added shortcuts for quick setting of door states to the attribute's tooltip

Tweaked: The Object Door States attribute was overhauled (24 doors supported, new state "LOCKED" added)

ENGINE

Fixed: Manually guided missiles were not working correctly for Firing From Vehicles

Fixed: The expectedDestination script command did not work for agent entities

Added possibility to define warning and execution expressions, codes that are called when a warning resp. an execution is triggered (if the code returns true, the built-in default behavior is suppressed)

Default warning behavior was extended; if there is no HQ module for the player's side, players say a warning to themselves over the group chat

The warning area width can now be set in the module's settings (values are Standard, Wide, and Very Wide)

The module now works also with triggers that use "Activation By" set to ANYPLAYER

Minor optimizations done to the code

ENGINE

Added: A new ctrlTextWidth script command (used for getting the width of the longest line of text in a given control)